surprise commit

new stuff

reworked clouds, general lighting, end and nether shaders still WIP

lighting is more balanced in general.
This commit is contained in:
Xonk
2023-04-16 16:18:26 -04:00
parent 7fc3d17c05
commit 2ee6634935
223 changed files with 8807 additions and 16872 deletions

View File

@ -1,32 +1,8 @@
#version 120
#extension GL_EXT_gpu_shader4 : enable
#include "lib/settings.glsl"
flat varying vec4 lightCol;
flat varying vec3 WsunVec;
uniform mat4 gbufferModelViewInverse;
uniform int frameCounter;
uniform vec3 sunPosition;
uniform float sunElevation;
flat varying vec2 TAA_Offset;
uniform sampler2D colortex4;
flat varying vec3 zMults;
uniform float far;
uniform float near;
#include "/lib/res_params.glsl"
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
vec2(-1.,3.)/8.,
vec2(5.0,1.)/8.,
vec2(-3,-5.)/8.,
vec2(-5.,5.)/8.,
vec2(-7.,-1.)/8.,
vec2(3,7.)/8.,
vec2(7.,-7.)/8.);
flat varying vec3 noooormal;
#include "lib/res_params.glsl"
uniform float viewWidth;
uniform float viewHeight;
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@ -34,21 +10,9 @@ flat varying vec3 noooormal;
//////////////////////////////VOID MAIN//////////////////////////////
void main() {
zMults = vec3(1.0/(far * near),far+near,far-near);
//Improves performances and makes sure bloom radius stays the same at high resolution (>1080p)
vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
gl_Position = ftransform();
#ifdef TAA_UPSCALING
gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0;
#endif
TAA_Offset = offsets[frameCounter%8];
#ifndef TAA
TAA_Offset = vec2(0.0);
#endif
vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
lightCol.a = float(sunElevation > 1e-5)*2-1.;
lightCol.rgb = sc;
WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) *sunPosition);
vec3 noooormal = normalize(gl_NormalMatrix * gl_Normal);
//*0.51 to avoid errors when sampling outside since clearing is disabled
gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51*BLOOM_QUALITY/clampedRes*vec2(1920.0,1080.)*2.0-1.0;
}